package Character2 
{
	import flash.display.MovieClip;
	import flash.utils.Dictionary;
	
	/**
	 * ...
	 * @author Jonathan Chouinard
	 */
	public class Character extends MovieClip implements ICharacter 
	{
		protected var _currentEquipment:Dictionary;
		protected var _characterSprite:MovieClip;
		
		protected var _baseStrength:int;
		protected var _baseConstitution:int;
		protected var _baseIntelligence:int;
		protected var _baseDexterity:int;
		protected var _baseWisdom:int;
		protected var _baseMaxHealth:int;
		protected var _baseDefense:int;
		protected var _baseAttack:int;
		
		protected var _currentHealth:int;
		
		protected var _strength:int;
		protected var _constitution:int;
		protected var _intelligence:int;
		protected var _dexterity:int;
		protected var _wisdom:int;
		protected var _maxHealth:int;
		protected var _defense:int;
		protected var _attack:int;

		protected var _name:String;
		
		protected var _attackTimer:Number
		
		protected var _state:CharacterState = new CharacterState();
		
		public function Character(characterSprite:MovieClip = null, str:int = 5, con:int = 5, intel:int = 5, dex:int = 5, wis:int = 5, maxHealth:int = 100)
		{
			_characterSprite = characterSprite;
			_baseStrength = str;
			_baseConstitution = con;
			_baseIntelligence = intel;
			_baseDexterity = dex;
			_baseWisdom = wis;
			_maxHealth = maxHealth + (_baseConstitution * 5);
			_baseDefense = _baseDexterity * 0.2;
			_baseAttack = _baseStrength * 0.2;
		}
		
		public function CreateNewEquipment():void
		{
			
		}
		
		public function LoadEquipment():void
		{
			
		}
		
	}
}
internal class CharacterState
{
	public var _blessed:Boolean;
	public var _boosted:Boolean;
	public var _hastened:Boolean;
	public var _regen:Boolean;
	public var _zoom:Boolean;
	public var _poisoned:Boolean;
	public var _stunned:Boolean;
	public var _confused:Boolean;
	public var _slowed:Boolean;
	public var _blinded:Boolean;
	public var _aleniated:Boolean;
	public var _petrified:Boolean;
	public var _nearDeath:Boolean;
	public var _dead:Boolean;
	public function CharacterState()
	{}
}